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We've improved Slashdot's video section; now you can view our video interviews, product close-ups and site visits with all the usual Slashdot options to comment, share, etc. No more walled garden! It's a work in progress -- we hope you'll check it out (Learn more about the recent updates).

MojoKid writes with Hot Hardware's summary of what it takes to run the newest Crysis: "We've been tracking Crysis 3 for a while, from the trailer a few months ago to the recent alpha multiplayer preview. The game is available for preorder and it will launch in February. Crytek has now listed the minimum system requirements for Crysis 3 and they're as follows: Windows Vista, Windows 7 or Windows 8, DirectX 11 graphics card with 1GB Video RAM, Dual core CPU, 2GB Memory (3GB on Vista). Those aren't particularly stringent parameters by any means, but as we all know, 'minimum requirements' rarely are. Crytek suggests upgrading to a quad-core CPU, 4GB of RAM, with examples of CPU/GPU combinations that include Intel Core i5-750/NVIDIA GTX 560 and AMD Phenom II X4 805/AMD Radeon HD5870."

An anonymous reader writes "Valve on Monday announced the public release of Big Picture, Steam's new mode that lets gamers access their games on a TV, in over 20 languages. Big Picture lets you use a traditional gamepad (as well as a keyboard and mouse) to access the complete Steam store and Steam Community from the comfort of the couch in your living room."

Jon Brodkin writes "The Wii U has been out for two weeks, with most of the attention naturally focusing on the console’s tablet-y GamePad and blockbuster titles such as New Super Mario Bros. U and Assassin’s Creed 3. But $60 games aren’t the only draw on Nintendo’s new system. There are exactly five games on the Nintendo eShop for $20 or less: Nano Assault Neo, Little Inferno, Mighty Switch Force! Hyper Drive Edition, Chasing Aurora, and Trine 2: Director’s Cut. You could call most or all of these indie games, depending on your definition of an independent developer." Read below for the rest of Jon's review.

Via Phoronix comes a link to an interview with prolific GNU/Linux game porter Icculus about the state of gaming on GNU/Linux. Topics include Steam, Windows 8, his experiences trying to push FatELF vs full screen games, and the general state of the game industry. From the article (on the general state of games on GNU/Linux): "It's making progress. We're turning out to have a pretty big year, with Unity3D coming to the platform, and Valve preparing to release Steam. These are just good foundations to an awesome 2013."

McGruber writes "The Wall Street Journal has an article about Theresa Christy, a mathematician who develops algorithms for Otis Elevator Company, the world's largest manufacturer and maintainer of people-moving products including elevators, escalators and moving walkways. As an Otis research fellow, Ms. Christy writes strings of code that allow elevators to do essentially the greatest good for the most people — including the building's owner, who has to allocate considerable space for the concrete shafts that house the cars. Her work often involves watching computer simulation programs that replay elevator decision-making. 'I feel like I get paid to play videogames. I watch the simulation, and I see what happens, and I try to improve the score I am getting,' she says."

JameskPratt writes "This Slate article talks about a single line of code — 10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10 — and how it manages to create a complicated maze without the use of a loop, variables and without very complicated syntax." Now that amazing snippet of code is the basis of a book, and the book is freely downloadable.

Pecisk writes "While PC game development veterans are using Kickstarter more and more for their projects (see the already successful Star Citizen Kickstarter project, which already went home with $2 million, or Elite: Dangerous, a sequel of classic space sim series, which has yet to reach its set target), questions arise: why are devs trying this rather risky way of financing, anyway? For a long time there's also been discussion on Slashdot and elsewhere of game publishers like EA have a preference for unlimited sequels (e.g. the EA Sports series). David Braben, one of creators of first classic 3D space sim, Elite, and its sequels, and also the popular Raspberry PI board/computer, has commentary on that: 'Publishers had and still have now, established processes and a key part of that is the forecast ROI or return on investment. For that to work there has to have been a sufficiently similar game in the near past to base the forecast upon Anything else will be "too risky."'"

MojoKid writes "Early, off-the-record comments from game developers indicated that the Nintendo's Wii U console horsepower was on par with, or a bit behind the Xbox 360 and PS3, which raised questions about just how 'next-generation' the Wii U would be. Now, Wii and PS3 hacker Hector Martin (aka Marcan) has answered some of these questions and raised a few others. According to his findings, the Wii U's CPU is a triple-core design clocked at 1.24GHz. Marcan identifies the base design as a PowerPC 750, which makes sense. Nintendo used PowerPC 750-derived processors in both the GameCube and the Wii. Retaining that architecture for the Wii U would simplify backwards compatibility and game development. Now factor in the GPU, which is reportedly clocked at 550MHz. Some have favored the Radeon HD 4000 series as a basis for the part; I still think a low-end Radeon 5000, like Redwood Pro, makes more sense. That GPU was built on 40nm, measured 104mm sq, clocked in at 649MHz, and had a 39W TDP. The die size discrepancy between the Wii U and Redwood Pro would account for the 32MB of EDRAM cache we know the Wii U offers. Nintendo may have propped up a relatively weak CPU with considerably more GPU horsepower."

another random user writes with news that Facebook and Zynga have altered their business arrangement to become less closely intertwined. Zynga.com will no longer be promoted on the social networking site, and Zynga won't have to show ads for Facebook.
"Zynga is the developer behind Farmville, a game once mostly played on Facebook, which at its peak attracted 82 million players a month. Zynga now has its own games platform, but players will no longer be able to share their progress on Facebook. Zynga's share price fell by 13% in after-hours trading following the news. It is the latest blow for the company, which last month announced job cuts and studio closures. ... Facebook said the move would bring its relationship with Zynga in line with other games studios. ... Recent figures suggest 80% of Zynga's revenue comes from Facebook users."

jbernardo writes "After all the indie, multi-platform (including 4 for android) and DRM free releases, the latest Humble Bundle release is a polarizing one. It features non-indie games, it is Windows only, and the games are saddled with DRM. There is already a very vocal discussion on the Humble Bundle Google+ thread, but it seems it is selling well."

eldavojohn writes "Mojang's Marcus Persson (better known as 'Notch') has answered quite a few questions in an interview with PC Gamer about his new game 0x10c. Since its announcement, there's been very few details about game play aside from the DCPU-16 and art tests. But in this interview, Notch has revealed quite a bit about how the game will function and non-final ideas he has for either a monthly fee to play in a 'multiverse' or micropayments. He talks about a custom OS people are working on to load into the game's CPU as well as a an in-game 3D printer that will allow you to make virtual objects. When asked about Kickstarter and his Oculus dev kit, Notch said 'Definitely going to make it work in 0x10c no matter what' and his account of using the Oculus Rift sounds more than promising for the VR Device. When asked about Linux he said, '[Linux] is wonderful. I think we need to have it, and it's a shame that more people, including myself, don't use it. It's gotten easier and friendlier.' When asked about Microsoft he said, 'I use their OS – Windows 7 is an amazing operating system in my opinion and of course there's the Xbox, which I love. I'm sure Bing is going to take off and save them. [Editor's note: Notch is smiling mischievously as he says this.]'"

We keep hearing success stories of indie video game projects that found funding through Kickstarter. Some have simply met their goals, while others have far exceeded the money they original asked for. Rock, Paper, Shotgun has provided updates on the progress of a huge list of funded projects. Many projects turned out to have unrealistic release dates. For example, Double Fine Adventure missed its August timeframe because it's getting a new engine. The new Leisure Suit Larry missed its October plans and hasn't been terribly open about a new one. However, most projects are humming along nicely, and some, like FTL: Faster Than Light have been completed and well received. The article exhorts all developers working on these games to make communication a priority, since the users are the ones who put up the cash, and deserve to know what's going on.